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| Krispieman05-14-06, 07:06 PM | I wasn't quite sure where to post this, but I guess this is the best place. I'm a long time fan of the death knight, ever since I started reading about Lord Soth in Dragonlace, but the 3.0 MM2 and 3.5? DragonLance templates just didn't quite give me what I needed. Especially not for my Epic campaign. That's why I adjusted things a bit to grant it more power as it grows in HD. What I'm mainly interested in is if the CR adjustments at the end seem reasonable. Any other constructive comments are ofcourse always welcome. Creating a Death Knight “Death Knight” is a template that can be added to any corporeal fey, giant, humanoid, or monstrous humanoid of 6th level or higher (referred to hereafter as the base creature). The death knight uses all the base creature’s statistics and abilities except as noted here. Size and Type: The creature’s type changes to Undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. The creature gains the augmented subtype if necessary. Size is unchanged. Increase all current and future Hit Dice to d12. Armor Class: The death knight has +5 natural armor, or the creature’s natural armor, whichever is better. It also gains a profane bonus to armor equal to its Charisma modifier. Attacks: Death knights usually fight with martial weapons, but if disarmed can use a touch attack. It also gains a profane bonus to hit equal to its Charisma modifier. Damage: The death knight’s touch attack uses negative energy to deal damage equal to 1d8 + the death knight’s Charisma modifier. Each successful touch attack also deals 1 point of Constitution damage. A Will save (DC 10 + ½ HD + Cha modifier) reduces the damage by half and negates the Constitution damage. When wielding a weapon, a quarter of the damage dealt by a death knight is vile damage. Special Attacks: A death knight retains all the base creature’s special attacks and gains those described below. All save DC’s are 10 + ½ the death knight’s HD + its Cha modifier. Abyssal Blast (Su): Once per day, a death knight can unleash a blast of eldritch fire. The blast fills a 20-foot-radius spread anywhere within a range of 400 + 40 per HD feet of the death knight. The blast deals 1d6 points of damage per HD, up to a maximum of 20d6. Half of the damage is fire damage, but the rest results directly from divine power and is therefore not subject to being reduced. A Reflex save reduces the damage by half. Create Skeletal Warrior (Su): A death knight of at least 15 Hit Dice may transform a dead humanoid (who may be dead no more than one year) into a skeletal warrior completely under its control. The process takes one hour of concentration by the death knight, which must be begun again if interrupted. The skeletal warriors who serve a death knight count against its total undead followers for the undead leadership feat. Fear Aura (Ex): Death knights are shrouded in a dreadful aura of death and evil. Creatures of fewer than 5 HD within 15 feet of a death knight must succeed at a Will save or be affected as tough by a fear spell cast by a wizard of the death knight’s Hit Dice. Power Word (Sp): The most powerful death knights learn to use certain power words. The caster level of each equals the death knight’s Hit Dice. Hit Dice Blind Stun Kill <12 never never never 13,14 1/day --- --- 15,16 2/day 1/day --- 17 + 3/day 2/day 1/day Symbol (Sp): Death knights learn to harness the power of certain symbols as they grow in power. The caster level of each equals the death knight’s Hit Dice. Hit Symbol of Dice Pain Stunning Weakness Death <10 never never never never 11,12 1/day --- --- --- 13,14 2/day 1/day --- --- 15,16 3/day 2/day 1/day --- 17+ 4/day 3/day 2/day 1/day Spell-Like Abilities (Sp): As a death knight grows in power, it learns to use more powerful spell-like abilities. The caster level of each equals the death knight’s Hit Dice. DC equals 12 + ½ Hit Dice + Cha modifier (this includes its Malign Spell Focus bonus feat). Hit Dice Corrupt Weapon Detect Magic Corrupted Fireball Corrupted Wall of Fire/Ice Greater Dispel Magic Corrupted Flamestrike Corrupted Firestorm <10 At will At will 1/day never never never never 11,12 At will At will 2/day 1/day --- --- --- 13,14 At will At will 3/day 2/day 1/day --- --- 15,16 At will At will At will 3/day 2/day 1/day --- 17+ At will At will At will At will 3/day 2/day 1/day Special Qualities: A death knight retains all the base creature’s special qualities and gains those described below. Damage Reduction (Su): A death knight’s undead body is tough, giving the creature damage reduction 15/cold iron and good. Immunities (Ex): Death knights are immune to cold, electricity, and polymorph in addition to those immunities possessed by undead. Resonating Resistance (Su): Each time a foe attempts to bypass the death knight’s spell resistance, it must make a spell resistance check twice. If either check fails, the foe fails to bypass the spell resistance of the death knight. See Invisibility (Su): A death knight can see invisible and ethereal creatures as if constantly under the effect of a see invisibility spell. Spell Resistance (Su): A death knight gains spells resistance 20 + 1 per Hit Die beyond 10. Summon Mount (Su): A death knight has the ability to summon a mount, typically a nightmare, though it may be of any other species normally used as a mount. The mount may have no more Hit Dice than half the death knight’s levels. If the mount is lost or killed, the death knight may summon another one after a year and a day. Turn Immunity (Ex): A death knight cannot be turned. It can be banished with holy word however, just as if it were an evil outsider. Abilities: A death knight gains a +4 to Strength, +2 to Wisdom, and +6 Charisma. Being undead, it has no Constitution score. Feats: A death knight gains the following feats: (Book of Vile Darkness) Malign Spell Focus. (Libris Mortis) Lifesense, Undead Leadership Challenge Rating: Depends on Hit Dice: Hit Dice Challenge Rating Up to 9 As base creature +2 10 to 12 As base creature +3 13 to 15 As base creature +5 17 + As base creature +8 Treasure: Double standard. Alignment: Always evil (any). Advancement: By character class. K-man :cool: |
| Krispieman05-16-06, 06:25 PM | Someone? Anyone? I'd really like some input. Thank you for trying. K-man :cool: :bump: I know |